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DunedainLoreKeeper

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About DunedainLoreKeeper

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  • Birthday 09/22/1984
  1. Any Dunedain Ranger bumps you up to 8, which means you need just 1 more trait from the beginning to go. That's a good point. Mega unthematic deck though.... Gondorian Steward, Rohan warrior and a Dunedain ranger from the north. You know the cardgame took a wrong turn when building a deck around the *actual* fellowship of the ring is considered unthematic. Which the designers obviously are trying to remedy in this cycle. We've already seen a couple of cross-trait cards and I'm getting the feeling that they'll try to push players out of the single-trait deckbuilding. It's interesting that originally the game was designed around spheres and the idea that, like the book, different people would come together to stand against the darkness. Ever since we've had the Dwarves though, fans have requested all traits to be viable. I still think it's sad that 'thematic' is a term used to describe single-trait decks and 'unthematic' is used for cross-trait decks. Especially since a big part of the Lotr story is about characters from all walks of life overcoming their inward view and learning to respect each other and work together. No matter how hard Caleb is going to try, the most thematic pairing in the game is Zigil Miner and Imladris Stargazer. These two interact in a way that feels exactly like Gimli and Legolas did in the books: they don't *need* each other to work, yet together they achieve amazing things. #bestlovestoryinlotrlcg
  2. Sure! Spirit can make a good Caldara deck, or Noldor. Tactics *could* work with the new Eowyn but I haven't tried it yet. Lore can use traps to make any deck good in solo. Leadership can use Faramir, Sword that was Broken etc. to turn decks with enough combat power into questing. Key cards for solo are: Resource generation (for non-leadership): Elf Stone, Zigil Miner, Vilya, Caldara, Theoden (sp), Mablung, Grima, etc. Card draw (for non-lore): Galadriel, Elven Light, Foe-hammer, Ancient Mathom, Valiant sacrifice, Erestor (Le), Rod of the Steward, Legolas (al) If you can get reliable card draw and resource generation or card discounts, you can make a good deck with it. There are enough powerful allies to get enough firepower on the table, and threat reduction is not as nessecary as it used to be. And there are always cards like Gandalf and Treebeard that help out as neutral allies. However, it is my opinion that for solo it's a lot easier to splash in extra spheres than it used to, making it less nessecary to strictly go mono-sphere.
  3. I get where you are coming from. Thematically it's probably the most controversial card in the game. Theme-loving players, such as myself, have had a problem with this card since the core set. Eventually my own mind errata-ed the cardname to 'Support of the Gondor' and that's the end of that. It's the only suggestion I got I'm afraid. As for the power of the card... First off, errata on this card would be fairly useless. After all, errata is usually given to prevent certain game-states from occuring. And while SoG is the easiest resource acceleration card in the game, it is not the only one. In the Galdor/Cirdan deck I've been using lately, getting the Zigil Miner/ Stargazer combo up is so easy due to how fast I'm going through my deck, that it's essentially just another SoG (3 Zigies, 2 stargazers and Narya works unsuprisingly well ). Gloin has reached his real potential and getting 60+ resources on him without SoG is business as usual. And resource-happy heroes such as Arwen and Denethor have arrived. In other words: without SoG in the game, we can still create tons of resources. Alternatively, Caldara and other 'put into play' effects have also been trending lately (. So at this point, all SoG does, is allow less dedicated Uber decks to catch up with the power decks that are already available. So I would argue the opposite: in today's metagame, SoG actually balances the game more! As for holding back the Gondor trait... I wouldn't draw any links between it's succes and Gondor's waning. Sure, Gondor would be more popular if the card only went on them, but honestly, Gondor right now is just an 'adjusted for balance' version of the dwarves. It's underdeveloped as a trait and it's 'powers up through resources' mechanic is barely developed. Back to the power thing... So you've noticed that most power decks include SoG and concluded that it is used in all decks and that the current quests require resource generation which removes the aspect of resource gathering. First of all, if it truely removed the resource gathering part, people would simply play more expensive cards. Gandalfs for everyone. That doesn't happen, so it's not that powerful. Second, and this is the most important thing, using SoG requires you to DRAW it and PLAY it before you can reap it's power. And if your deck can only win if you have it in your opening hand, you'll not be winning much games. Every powerdeck needs to be able to survive without a SoG in case you don't draw it. This is why I prefer to deckbuild without SoG initially, then include it once I'm certain my deck holds up well enough if I don't draw it. And while Seastan may snort SoG like crack cocaine from a Good Harvest, all his decks that run SoG are capable of standing their own before he draws into it. And lately the quests have gotten better in punishing turtle-style decks by requiring players to go 100% from turn 1. SoG takes time to really influence the game. Which leads to the final fair point you make: quests expect you to run SoG. This seems to be true for solo. Quests have grown with the power curve of the game. Combat power (T), Willpower (S), card draw (L) and resource acceleration (L) have all become nessecities to win against the harder quests solo. That means each sphere have lost to spherebleeding some aspect that it used to dominate. I used to hate that, but having played through the last cycle multiple times, I have to admit that it is required in order to keep up. And that's not nessecarily a bad thing. Turtleing ( slowly building up an army, then stomping through the quest) was the norm in the early days, now the encounter deck also builds up. Playing SoG doesn't mean you'll auto-win the late game anymore. And that too, is a good thing. But it's only possible if the encounter deck is STRONGER than a random SoG deck. So yeah, I get what you're saying. But I think SoG is too easily replacable by other cards to change the meta-game by removing it, helps 'weaker' decks compete with others, is not as powerful as you think it is due to the low chance of drawing it and decks need to be build to surivive without it. I also approve of encounter decks being powerful late game so it deals with the turtle strategy without finicky time-counters (how I hate those things!).
  4. In the topic about deck tiers, we discussed testing decks by pitting them against quests with a perticular challenge. Here are some suggestions from me for those challenges: Boss battles: Conflict at the Carrock or Morgul Vale Enemy management: Seventh Level or Wastes of Eriador Location management: Hills of Emyn Muil or Stewards Fear Threat management: Invaiders of Chetwood or Return to Mirkwood Generalist: Journey down the Anduin or Into Ithilien or Wastes of Eriador If you just slapped together a deck and really need to get a feel of it first before going up against tough quests, you could play the 'easy' quests like passage through mirkwood. It is generally easier to see what needs to be improved by playing aginst slightly harder quests, as you'll be confronted with your weaknesses and therefore shown what you need to improve on your deck. But if you like winning, you could do a 'build up' route where you play consecutive quests that slightly increase in difficulty while tinkering in between.
  5. Well, it makes sense if you consider that not every country has the new set available, but spoilers are.
  6. While this card makes for good secrecy decks, it's just an amazing card in general. 2 willpower for 1 before you got your forces built up is super. Especially mono-tactics got a huge boost by this. And although it is creeping on Spirit's cheap-willpower, I think it's effect to expand possible deck archetypes makes up for it. Ironically it doesn't do much in the only 2 hero deck I ever made: Frodo/Sam. I'd be interested to see if Tactics Theoden could work well, since he can use his willpower in double duty with his sword. Theoden-Theodred-Song of Travel deck? As for the hero-specific discussion: for me it depends on the card. I think Sword that was Broken requiring a version of Aragorn is cool. Aragorn should be one of the most baddass heroes, and you SHOULD think to include him for nice global effects on top of his more suptle ones. And it makes for an interesing mechanic that some hero's special abilities only manifest later in the game through specific cards that have to be drawn. Then again, I also dislike that we have so many trait-specific cards that limit experimentation. Like ranger summons, isn't that card bad enough without needing a Dúnedain hero?
  7. Me too when I played Seastan's random walk to mordor! But I've been a huge of Sarn Ford Sentry's card draw, and if combined with Elladan and Elrohir, you can get top value out of the Hunter. There are a few ways to play the brothers, and I think everyone should find their own favorite way to play.
  8. I've played a fair bit with the brothers to know their strenght and weakness. So here is my advice. Allies to maybe ditch Dúnedain Hunter: The brothers certainly are capable of dealing with the enemy he brings, but is he worth it himself? He only quests for 1 and how often do you need his attack power? The downside to him is also that by pulling enemies, you increase the chance of the next encounter card being a treachery or location which you'll be less adapt at handling. Take a good look to see if he's really pulling his weight. Gildor Inglorion: Expensive for a 3 quester. Not sure if worth it. Even with Elf stone that's 2 cards just for one underused ally. Defender of Rammas: Elrohir is your real defender. If you just want a chump blocker, use one of the 1 cost allies instead. Defender is in-between and his extra resource cost just doensn't justify him, I think. Gandalf: maybe? You won't need his combat prowess that often, you're already in high threat range and he's expensive while you don't have that many resources to spare. Allies to maybe add: Envoy of Pelargir: 1 cost, allows critical resource smoothing *cough turn 1 steward cough*, chumpblocker or quester with the willpower bonuses. Sarn Ford Sentry: Shouldn't be that hard to build up some enemies, especially if you're questing with Elladan because you're not expecting enemies and then you can't kill them imidiately. Seems a better fit than Gildor while fulfilling the same role. Master of the Forge: almost certain card draw for 2 cost is always amazing. Ingold: Since you're probably keeping resources on the brothers for combat anyway, why not let him quest with it first? Attachments to maybe ditch: Long Defeat: without side quests, it's a bit unreliable, and you already have wardens for the healing part. Protector of Lorien: it 'might' be nice, but you don't have that many card draw, and it's just emergency anyway. Definately less than 3. Cloak of Lorien/Dúnedain Warning/Shield of Gondor: if you trim down your deck, you'll draw any of them quicker as well, so you don't need 9 defense boosts. Elf Stone: there aren't that many allies that warrant the investment. Unique attachments: cut them all down to 2, then see if you REALLY miss one because they are essential. Steward of Gondor is such an essential one, so I'd keep him at 3, but the rest not so much. You don't want 'dead' cards in your hand because you have too many duplicates. Attachments to maybe add: Song of Wisdom/Burning Brand: yes it's a two card combo, but once in place, Elrohir is effectively invincible with the other defense boosts. Elven Mail: I'd prefer this one over the cloak, because it's less situational. Also, you're probably low on lore resources and high on tactics. Rivendel blade: yes, it's the easy choice for Elladan (or possibly Elrohir). Dúnedain Mark: I've been using them because you can switch them between the brothers. After all, Elrohir can attack his attacker by paing a resource, so buffing his attack makes sense. But if you're forced to deal with multiple enemies, you might switch it to Elladan. And it's not restricted. Events to maybe add: Good Harvest: always good in a tri-sphere deck, but especially so in one with Elrohir, because he often needs the resources right in the beginning and you'll struglle to pay for leadership cards while he's on defence duty. Also it allows a theoretical turn 1 Steward, which is too powerful for this deck to pass up on. Hour of Wrath: I've become a big fan of this guy. Even though your deck is already doing something similar, this card let's you use Elladan's resources instead. You can keep blocking with Elrohir for several turns untill you get overwhelmed with enemies, then keep Elladan and Aragorn back from questing and for 4 resources clear the board. My experience with the brothers was always that the first few turns, it's hard to get going because you don't want to spend your resources just on their abilities. Once their equipment has arrived though, you're usually on top of the enemy management. Therefore most of the deck should support the first few turns and the resource collection there. Early game questing was also a concern. If you really want to go crazy, you could try substituting Aragorn for Pippin. That decreases your starting threat so much, it might give you some breathing room early on. Also: strip down to 50 cards!!! It's always a generally good idea, but the brothers deck stands or falls with drawing Steward early enough. You can't afford to decrease your chances of getting it out early.
  9. Congrats! RtM is fun in multiplayer and fun with solo-spirit but stupidly hard in other cases. Would Favor of the Valar work as well, or are you lacking the resources for it? Having him absorb a tantrum seems like a good deal. Also A Watchful Peace seems like a good fit against this deck, because the locations are by far the tamest of the encounter cards. Elfhelm would also help. I beat it once with a Caldara deck, with Eowyn and Idrean. Due to the high starting questing power, I would get through the game really quickly (playing Galadrim's greetings) and then I could sacrifice Caldara in the end to bring two Northern Trackers into play to help kill the enemies. If I encountered an Attercop or other insane enemy early it is usually game over, so that's why I included watchful peace and even Shadow of the Past (an underrated card for sure). Also, Elfhelm.
  10. No cardgame EVER receives positive errata. Errata is bad, causes confusion among players and inconsistency amongst player's printed cards. But sometimes it has to be done to prevent exploits. But buffing a card? It's better for a game to simply print a new improved version than errata an old one. You can make a big deal out of being 'cheated' one measily card, but it's just better for the game to minimize errata. Master of Lore has always felt like it was flirting with broken combo's because there was no limit to how many resources he could theoretically produce in 1 turn. The Born aloft combo was just one combo that was possible with him. If he was re-introduced it would be easy to accidentily break the game with him again, or fun cards the designers think of in the future might not be made because they would break the Master of Lore again.
  11. Master of Lore in his old version was, is and always will be highly exploitable.
  12. Congratulations! I've made it my personal goal to beat this quest with a generalist Leadership Tactics Dúnedain deck, and i've gotten very close quite a few times, but I fear it will take a while before I actually score the win. Seems like you got a good power team. Had you considered Haldir instead of Faramir, since he can attack into the staging area? Anyway, good win for you. I love that moment in this game where you finally beat a super difficult quest that had you stomped for a long time.
  13. Then I have failed! I still think Hobbit-Gandalf would have been more interesting than Glorfindel, but I'm biased that way. It's funny that the whole deck looks like what my first deck was up until HoN and basically is what it would have looked like if I kept it. Glad to see it works out for you.
  14. All fun player cards, all useful outside their specific trait decks. Thumbs up!
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